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That people make mistakes is, in principle, no surprise to us. Indeed, that is exactly why iterative and incremental development were invented. Iterative refers to a scheduling and staging strategy that allows rework of pieces of the system. Iterative development lets the team learn about the requirements and design of the system. Grady Booch calls this sort of learning gestalt, round-trip design (Booch 1994), a term that emphasizes the human characteristic of learning by completing. Iterative schedules are difficult to plan, because it is hard to guess in advance how many major learnings will take place. To get past this difficulty, some planners simply fix iterations at three [levels points arbitrary milestones ]: draft design, major design, and tested design. Incremental refers to a scheduling and staging strategy in which pieces of the system are developed at different rates or times and integrated as they are developed.

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Copying and altering previous work is a standard mode of operation used almost daily by people in all fields. Faced with starting a new letter, invoice, proposal, document, program, or project plan, a person finds a previously done sample, copies it to a new work area, and changes all the particulars until the work product becomes what he needs. A cook will copy a recipe and vary just one part. A project manager takes over the previous project s plan and changes the line items to reflect the current project. A requirements document

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SUFFICIENCY IN A MEETING On a project called "Winifred" (Cockburn, 1998), I was asked partway through the project to review, for the approximately 40 people on the project, the process we were following and to show samples of the work products. The meeting would be held in the cafeteria. I copied onto overhead transparencies a sample of each work product: a use case, a sequence chart, a class diagram, a screen definition, a fragment of Smalltalk code, and so on. As luck would have it, the overhead projector bulb blew out just before my little presentation. As I was wearing a white shirt that day, I asked everyone to move closer and held up the sample use case in front of my shirt. "I can"t read it!" someone called out, not too surprisingly, from the back. "You don"t need to read it," I said. (The group laughed.) "All you need to see is that a use case is paragraphs of text, approximately like this. There are lots of them online for you to look at. We write them as requirements, ..." and I described who was writing them, who was reading them, and how they were being used. I held a sample class diagram in front of my shirt. "I can"t read it!" someone called out again. "You don"t need to read it." (The group laughed again.) "All you need to see is that it is a diagram with boxes and lines. It is written by ..." and I discussed the role of the class diagram in the project.

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"may very well be a reused model rather than one created by the designer in response to this particular problem. Visser (1987) discovered that, for problems encountered before, designers employ an "example program" as their starting point, and then observed, "Designers rarely start from scratch.""

How To Generate Barcode Image In Software Application - Example 1

Saying that "software development is a cooperative game of invention and communication" suddenly shines a very different light on the people in our field. Programmers are typically stereotyped as noncommunicative individuals who like to sit in darkened rooms alone with their computer screens. It is not a true stereotype, though. Programmers just like to communicate about things they like to communicate about, usually the programs they are involved in. Programmers enjoy trading notes about XML-RPC or the difficulties in mapping objectoriented designs to relational databases. They just don"t like joining in the chitchat about what this year"s football teams are doing. There has been a surprisingly high acceptance of programming in pairs, a technique in which two people sit together and co-write their program (Beck 1999). I say "surprising" because many programmers first predict that they won"t be able to work that way and then find they actually prefer it, after trying it for a week or two (Cockburn, 2000). Alistair Cockburn 2000

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CONTINUOUS REDOCUMENTATION Project "Reel" involved 150 people. The sponsors, very worried about the system"s documentation becoming out of date and inaccurate, mandated that whenever any part of the requirements, design, or code changed, all documentation that the change affected had to be immediately brought up to date. The result was as you might expect. The project crawled forward at an impossibly slow rate, because the team members spent most of their time updating documentation for each change made. The project was soon canceled.